Fian on 12/5/2008 at 22:33
This is true for both Briefing and in-game
Looking at T3Main.log, I found the following:
WARNING: Unable to start conversation (tfTutorialMissionObjectives)! [ 24428] (.\TriggerConversations.cpp : 63)
WARNING: No Enter Mission Info object found. Restart mission will have to use default difficulty object! [ 24433] (.\EnterMissionManager.cpp : 105)
Here is the pertinent info as I understand it:
In Entry.unr:
EnterMissionInfoInn Properties:
EntermissionInfo:
EnterMissionVisibleObjectivesFileName: tfTutorialMission.txt
VisibleObjectivesFileName:tfTutorialMission.txt
In tfTutorialMission.unr:
PlayerStartProperties:
Scripts.TriggerScripts:
0: ObjectivesStart
In TriggerScriptManager:
ObjectivesStart:
Conditions: When map starts, arriving from a different map
Actions: Queue Conversation [tfTutorialMissionObjectives] to play
Conversation Editor:
tfTutorialMissionObjectives:
4 Goals are listed followed by an End
Does anything look incorrect? Like Komag suggested, I have run repair schemas, and that did not fix anything.
Ziemanskye on 13/5/2008 at 06:31
Well, since we just had one of these, let's start with the simple option:
what does your user.ini file contain?
TinkofSharn on 13/5/2008 at 08:41
Also non-alphabetical characters can cause problems.
For instance in the file path to your editing directory where T3Ed is installed. Check there are no " " (spaces). Also in many places the names of conversations and schemas react badly to "_" characters so I tend to avoid them after finding that problem.
I'll follow through your posting in more detail now and double-check everything.
Tink
TinkofSharn on 13/5/2008 at 09:08
Quote Posted by Fian
This is true for both Briefing and in-game
Here is the pertinent info as I understand it:
In Entry.unr:
EnterMissionInfoInn Properties:
EntermissionInfo:
EnterMissionVisibleObjectivesFileName: tfTutorialMission.txt
VisibleObjectivesFileName:tfTutorialMission.txt
OK I've managed to get my objectives working across a multiple map mission I'm working on and I have: -
EnterMissionInfoInn Properties:
EntermissionInfo:
- EnterMissionVisibleObjectivesFileName: RAVRavine :erg:
- VisibleObjectivesFileName: <completely blank>
- EnterMissionBriefingFileName: RAVRavine.txt :D
I believe the last one is the one that is preventing your initial Briefing text to be missing on mission start.
Quote Posted by Fian
In tfTutorialMission.unr:
PlayerStartProperties:
Scripts.TriggerScripts:
0: ObjectivesStart
In TriggerScriptManager:
ObjectivesStart:
Conditions: When map starts, arriving from a different map
Actions: Queue Conversation [tfTutorialMissionObjectives] to play
The playerstart properties and script look fine to me.
Quote Posted by Fian
Conversation Editor:
tfTutorialMissionObjectives:
4 Goals are listed followed by an End
Does anything look incorrect? Like Komag suggested, I have run repair schemas, and that did not fix anything.
OK a few bits you may have overlooked in Komag's Tutorial. Let's double-check the Conversation first as that's something you have mentioned above.
The conversation needs to be under PlayerGarrett. Also check that each of the Goals you have added (by right-click --> edit) to see if they all have unique Schema names. This is labelled under the right-hand combo (drop-down box for Note, Objective, Restriction). These should be something like tfTutorialMissionObjectives_001000 for the first one, tfTutorialMissionObjectives_002000 for the next etc.
If these are all looking fine then the problem is likely your maps level properties. Komag goes through these in the tutorial but here's a quick run through...
View --> Level Properties --> Expand lowest level "properties"
Expand "LevelInfo"...
The important information you need to get your objectives working in the map is: -
ConversationPackage: tfTutorialMissionObjectives
LevelEnterText: <The name of the map you are editing> tfTutorialMission
LevelEnterText: T_LevelEnterTexttfTutorialMission
Title: tfTutorialMission
Note: These entries cross reference with the following files in "...Thief3Edit\CONTENT\T3\Books\English\String_Tags"
You need to look through Komag's tutorial for setting up entries in Misc.sch and if you want loading quotes then you can add entries in Quotes.sch.
To have multiple maps work with the same objectives simply reference the same conversation in the extra maps.
TTFN Tink.
Fian on 9/6/2008 at 23:08
Sorry for the delay, but I took a Thief3 break for a few weeks. Anyway, here is my user.ini:
[BlockLoading]
LoadFromResourceBlockFiles=True
[Source Control]
UseSourceSafe=0
[Engine.Engine]
UpdateGameSys=0
[PCVertexPools]
DynamicVertexPool=6291456
StaticVertexPool=26214400
StaticShadowVertexPool=15728640
DynamicVertexPool0=31457280
[Conversations]
SchemaChangesAllowed=true
I have installed Thief at c:\Thief3
Fian on 9/6/2008 at 23:15
Posting this as I go. I have followed the following instructions, with no change in my objectives problem:
OK I've managed to get my objectives working across a multiple map mission I'm working on and I have: -
EnterMissionInfoInn Properties:
EntermissionInfo:
- EnterMissionVisibleObjectivesFileName: RAVRavine
- VisibleObjectivesFileName: <completely blank>
- EnterMissionBriefingFileName: RAVRavine.txt
Fian on 9/6/2008 at 23:26
OK, I found out at least one of the issues.
Instead of:
ConversationPackage: tfTutorialMissionObjectives
I had:
ConversationPackage: tfTutorialMission
Adding the correct text there has made the Objectives show up during the game, although not during the Briefing.
Fian on 9/6/2008 at 23:37
OK, I was able to figure out the final part as well. For the Objectives to be see before the mission starts, I had to go back to PlayerStartProperties on Entry.unr and change
EnterMissionVisibleObjectivesFileName
From: tfTutorialMission
To: tfTutorialMissionObjectives
Thanks all for your help.
Fian on 10/6/2008 at 16:21
Sure, but are we limited in the amount of screen real estate here? I normally only use Edit if I posted something incorrect.